Possible new civilization game: make our own!

A small update.

Don't worry too much about the graphics, I'm using some placeholding texture just to check the feasability.

I've started to add the game mechanism. Here two units placed on the map.
When you select one, its name type and picture appear on the right pannel. On top of it, you can see the turn phase and faction information.

Next step: have the units move on the map correctly, respecting the movement costs.

 
I'd say that you're too clever for your own good with all these programs, but if I did, you might stop.:goodjob:
 
I'm aiming at a rather different gameplay.

It's not CivIII. It's another "cilization-like" game.

However, it will look a bit like CivIII, as I'm using the same style of animation for the units.
 
Looks great Steph! I will be following this project with great interest.

One question for you though, have you considered adding support any scripting language for this game? To my mind this is the most important feature as far as creating scenarios and mod goes, because it gives a lot more freedom in what you can model in game. For example: I'm a huge fan of the Europa Universalis franchise, and they have an "events" system that you can script your scenarios to fire certain events based on criteria such as the scenario date, whether or not certain goals have been met, etc etc.

I've experimented with this before and it shouldn't be too much work to use an existing language like Lua, Python or JavaScript to integrate it with a C program. If you go down this road, you could create the basic framework of the engine with C# and build the game specifics with the scripting language (I've seen a few projects that take this route, such as Arianne on Sourceforge).

Looks great so far Steph, I am eagerly awaiting updates! :D
 
I'd like to do some scriptingin the future, perhaps even directly in C#.

Or perhaps something like Paradox game, when the scripts are using text files with a "internal coding".

I don't know yet.
 
After playing Civilization IV, I think I have some ideas you can use:

-Most leaders and every civilization have their own specific diplomacy theme that changes as time passes
-Random events that could be either good (e.g. finding a lot cache of ancient knowledge) or bad (like vermin getting into the granary)
-A Civic system, so instead of having 1 government form, you get, say 30 civics, with so many civics relating to a branch of society, like labour.
-Instead of generic "conscript, regular, veteran, elite" ranking, there would be a promotion system, with each promotion giving a particular bonus.
 
I'd rather have experience for my units, but depending on what you are doing rather then promotion system of CIV.

In CIV, you can have a unit which fight several turns in a desert and get the Woodland promotion...

So instead, a unit can have a bonus in a terrain, once it fight long enough in said terrain.
 
Rather than civics as they are in Civ4, I'd like Civ3-like governments, which can be styled using civics, and only certain civics can be available to each government. So, for example, Democracy would not be able to run a police state, whereas Communism or Fascism would, and within a Monarchy, you could specify, for example, whether it is a Constitutional Monarchy or an Absolute Monarchy. Governments will have set things like corruption and unit support, which can only slightly be changed by civics, and would take much longer for anarchy (say, up to about 7 turns, as in current Civ3), whereas civics aren't as powerful, but only take a couple of turns (so, if you've got a major problem, they can be used to dilute the problem without going into full blown anarchy, but they may not actually cure the problem as a government change might)
 
Rather than civics as they are in Civ4, I'd like Civ3-like governments, which can be styled using civics, and only certain civics can be available to each government. So, for example, Democracy would not be able to run a police state, whereas Communism or Fascism would, and within a Monarchy, you could specify, for example, whether it is a Constitutional Monarchy or an Absolute Monarchy. Governments will have set things like corruption and unit support, which can only slightly be changed by civics, and would take much longer for anarchy (say, up to about 7 turns, as in current Civ3), whereas civics aren't as powerful, but only take a couple of turns (so, if you've got a major problem, they can be used to dilute the problem without going into full blown anarchy, but they may not actually cure the problem as a government change might)

Virote_Considon, I completely agree. This is a very good idea. :goodjob: And the best: This can be done with Civ 3, too. :) The same with economics, Oz. :)
 
I agree with Oz. Have a number of governmental options (Chiefdom, Monarchy, Republic, Democracy, Police State) and economic options (Tribalism, Mercantilism, Feudalism, Capitalism, Marxism, Mixed Economy)
 
Wow, I am shocked. I have found this topic just now! I guess my long cfc gaps have cost me so much :) Steph you are amazing :goodjob:

On the government-civic topic I also find SMAC's social engineering system is quite good. In my world I would imagine a similar 3-way modelling of the social structure of a civilization. So there would be: governments and economics like the others have already suggested and a third class: social values - for example socialism, liberalism, nationalism, fundamentalism and wealth.

Anyways, keep up the good work. You have been such a great contributor to this community and this own project - truly amazing! :king:
 
Back
Top Bottom